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Currents

What would you like to see us "fix" about Vanguard: Saga of Heroes?

Moderator: Community Managers

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TigerTiger
Posts: 99
Joined: Mon Oct 28, 2013 2:14 pm
Re: Currents
  • Quote

Post by TigerTiger » Fri Aug 08, 2014 4:20 pm

[quote="John Adams"]Deltharien, can you go in-game and get coordinates for Tiger for a stream you knew once moved that no longer is?

Tiger, even with a completely empty world (ie., we did not spawn anything), a stream I was in had a current. Unless you mean built-in movers? That could be. There are places that levitate you up too, without any custom data being added. IoD, the Keep for instance.[/quote]
Yes can you point me to the stream in the completely empty world that still has the functioning current?
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Mithni
Posts: 49
Joined: Sat Aug 02, 2014 6:47 am
Location: Germany
Re: Currents
  • Quote

Post by Mithni » Fri Aug 08, 2014 4:52 pm

The river west of Veskal's Exchange still has a functioning current:
.rift 167
.move -82278 16156 49627
Image
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TigerTiger
Posts: 99
Joined: Mon Oct 28, 2013 2:14 pm
Re: Currents
  • Quote

Post by TigerTiger » Fri Aug 08, 2014 5:32 pm

[quote="Mithni"]The river west of Veskal's Exchange still has a functioning current:
.rift 167
.move -82278 16156 49627[/quote]
Can you get me the chunk number fro the /loc command?
Nevermind I got it.
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TigerTiger
Posts: 99
Joined: Mon Oct 28, 2013 2:14 pm
Re: Currents
  • Quote

Post by TigerTiger » Fri Aug 08, 2014 6:48 pm

The currents are set in the class watervolume (all types of water including regular are of class watervolume).
Here is a property dump for one with current:

Code: Select all

Log: *** Property dump for object 'WaterVolume Chunk_n24_26.WaterVolume146' ***
2014-08-08	21:34:47		1407544746	1663	4	4406111353	Log:   EntrySoundName=PlayerSounds.FootstepWater1
2014-08-08	21:34:47		1407544746	1664	4	4406111359	Log:   ExitSoundName=GeneralImpacts.ImpactSplash2
2014-08-08	21:34:47		1407544746	1665	4	4406111366	Log:   EntryActorName=
2014-08-08	21:34:47		1407544746	1666	4	4406111372	Log:   bPainCausing=False
2014-08-08	21:34:47		1407544746	1667	4	4406111378	Log:   bDestructive=False
2014-08-08	21:34:47		1407544746	1668	4	4406111385	Log:   bMoveProjectiles=False
2014-08-08	21:34:47		1407544746	1669	4	4406111391	Log:   bBounceVelocity=False
2014-08-08	21:34:47		1407544746	1670	4	4406111397	Log:   bNeutralZone=False
2014-08-08	21:34:47		1407544746	1671	4	4406111404	Log:   bWaterVolume=True
2014-08-08	21:34:47		1407544746	1672	4	4406111410	Log:   bDistanceFog=True
2014-08-08	21:34:47		1407544746	1673	4	4406111417	Log:   VelocityLocations(0)=(X=-81440.640625,Y=-17856.390625,Z=49017.105469)
2014-08-08	21:34:47		1407544746	1674	4	4406111423	Log:   VelocityVectors(0)=(X=-43.997360,Y=-23.753574)
2014-08-08	21:34:47		1407544746	1675	4	4406111429	Log:   ZoneVelocity=(X=0.000000,Y=0.000000,Z=0.000000)
2014-08-08	21:34:47		1407544746	1676	4	4406111436	Log:   Gravity=(X=0.000000,Y=0.000000,Z=-1500.000000)
2014-08-08	21:34:47		1407544746	1677	4	4406111442	Log:   GroundFriction=8.000000
2014-08-08	21:34:47		1407544746	1678	4	4406111449	Log:   TerminalVelocity=10000.000000
2014-08-08	21:34:47		1407544746	1679	4	4406111455	Log:   DamagePerSec=0.000000
2014-08-08	21:34:47		1407544746	1680	4	4406111462	Log:   DamageType=None
2014-08-08	21:34:47		1407544746	1681	4	4406111471	Log:   Priority=2
2014-08-08	21:34:47		1407544746	1682	4	4406111479	Log:   EntrySound=None
2014-08-08	21:34:47		1407544746	1683	4	4406111491	Log:   ExitSound=None
2014-08-08	21:34:47		1407544746	1684	4	4406111500	Log:   VolumeEffect=EFFECT_WaterVolume'Package.EFFECT_WaterVolume'
2014-08-08	21:34:47		1407544746	1685	4	4406111512	Log:   EntryActor=None
2014-08-08	21:34:47		1407544746	1686	4	4406111520	Log:   ExitActor=None
2014-08-08	21:34:47		1407544746	1687	4	4406111525	Log:   FluidFriction=2.400000
2014-08-08	21:34:47		1407544746	1688	4	4406111531	Log:   ViewFlash=(X=0.000000,Y=0.000000,Z=0.000000)
2014-08-08	21:34:47		1407544746	1689	4	4406111538	Log:   ViewFog=(X=0.000000,Y=0.000000,Z=0.000000)
2014-08-08	21:34:48		1407544746	1690	4	4406111544	Log:   PainTimer=None
2014-08-08	21:34:48		1407544746	1691	4	4406111551	Log:   DistanceFogColor=(B=83,G=115,R=138,A=0)
2014-08-08	21:34:48		1407544746	1692	4	4406111557	Log:   DistanceFogStart=-2000.000000
2014-08-08	21:34:48		1407544746	1693	4	4406111563	Log:   DistanceFogEnd=6000.000000
2014-08-08	21:34:48		1407544746	1694	4	4406111570	Log:   KExtraLinearDamping=0.800000
2014-08-08	21:34:48		1407544746	1695	4	4406111576	Log:   KExtraAngularDamping=0.100000
2014-08-08	21:34:48		1407544746	1696	4	4406111581	Log:   KBuoyancy=1.000000
2014-08-08	21:34:48		1407544746	1697	4	4406111588	Log:   NextPhysicsVolume=None
2014-08-08	21:34:48		1407544746	1698	4	4406111594	Log:   WaterVolumeType=WVT_River
2014-08-08	21:34:48		1407544746	1699	4	4406111600	Log:   AssociatedActor=None
2014-08-08	21:34:48		1407544746	1700	4	4406111607	Log:   AssociatedActorTag=None
2014-08-08	21:34:48		1407544746	1701	4	4406111613	Log:   LocationPriority=0
2014-08-08	21:34:48		1407544746	1702	4	4406111619	Log:   LocationName=under water
2014-08-08	21:34:48		1407544746	1703	4	4406111625	Log:   DecoList=None
2014-08-08	21:34:48		1407544746	1704	4	4406111631	Log:   CsgOper=CSG_Active
2014-08-08	21:34:48		1407544746	1705	4	4406111638	Log:   UnusedLightMesh=None
2014-08-08	21:34:48		1407544746	1706	4	4406111644	Log:   PostPivot=(X=0.000000,Y=0.000000,Z=0.000000)
2014-08-08	21:34:48		1407544746	1707	4	4406111650	Log:   MainScale=(Scale=(X=1.000000,Y=1.000000,Z=1.000000),SheerRate=0.000000,SheerAxis=SHEER_ZX)
2014-08-08	21:34:48		1407544746	1708	4	4406111656	Log:   PostScale=(Scale=(X=1.000000,Y=1.000000,Z=1.000000),SheerRate=0.000000,SheerAxis=SHEER_ZX)
2014-08-08	21:34:48		1407544746	1709	4	4406111663	Log:   TempScale=(Scale=(X=1.000000,Y=1.000000,Z=1.000000),SheerRate=0.000000,SheerAxis=SHEER_None)
2014-08-08	21:34:48		1407544746	1710	4	4406111670	Log:   BrushColor=(B=0,G=0,R=0,A=0)
2014-08-08	21:34:48		1407544746	1711	4	4406111675	Log:   PolyFlags=0
2014-08-08	21:34:48		1407544746	1712	4	4406111681	Log:   bColored=False
2014-08-08	21:34:48		1407544746	1713	4	4406111688	Log:   LightPeriod=0
2014-08-08	21:34:48		1407544746	1714	4	4406111694	Log:   LightPhase=0
2014-08-08	21:34:48		1407544746	1715	4	4406111699	Log:   LightCone=0
2014-08-08	21:34:48		1407544746	1716	4	4406111706	Log:   TintIndexA=0
2014-08-08	21:34:48		1407544746	1717	4	4406111712	Log:   TintIndexB=0
2014-08-08	21:34:48		1407544746	1718	4	4406111718	Log:   AmbientGlow=0
2014-08-08	21:34:48		1407544746	1719	4	4406111725	Log:   MaxLights=4
2014-08-08	21:34:48		1407544746	1720	4	4406111731	Log:   SoundVolume=128
2014-08-08	21:34:48		1407544746	1721	4	4406111737	Log:   SoundPitch=64
2014-08-08	21:34:48		1407544746	1722	4	4406111743	Log:   Physics=PHYS_None
2014-08-08	21:34:48		1407544746	1723	4	4406111749	Log:   DrawType=DT_Brush
2014-08-08	21:34:48		1407544746	1724	4	4406111756	Log:   DetailMode=DM_Default
2014-08-08	21:34:48		1407544746	1725	4	4406111761	Log:   LightType=LT_None
2014-08-08	21:34:48		1407544746	1726	4	4406111767	Log:   LightEffect=LE_None
2014-08-08	21:34:48		1407544746	1727	4	4406111774	Log:   StaticFilterState=FS_Maybe
2014-08-08	21:34:48		1407544746	1728	4	4406111780	Log:   SurfaceType=EST_Default
2014-08-08	21:34:48		1407544746	1729	4	4406111787	Log:   Style=STY_Normal
2014-08-08	21:34:48		1407544746	1730	4	4406111793	Log:   Transparency=TRANS_Init
2014-08-08	21:34:48		1407544746	1731	4	4406111799	Log:   RemoteRole=ROLE_None
2014-08-08	21:34:48		1407544746	1732	4	4406111805	Log:   Role=ROLE_Authority
2014-08-08	21:34:48		1407544746	1733	4	4406111811	Log:   SoundOcclusion=OCCLUSION_Default
2014-08-08	21:34:48		1407544746	1734	4	4406111817	Log:   ForceType=FT_None
2014-08-08	21:34:48		1407544746	1735	4	4406111824	Log:   BitfieldPlaceholder=0
2014-08-08	21:34:48		1407544746	1736	4	4406111830	Log:   EmitSpecular=False
2014-08-08	21:34:48		1407544746	1737	4	4406111836	Log:   bIgnorePortals=False
2014-08-08	21:34:48		1407544746	1738	4	4406111843	Log:   m_bSGOAttachment=False
2014-08-08	21:34:48		1407544746	1739	4	4406111849	Log:   m_bIsProxyActor=False
2014-08-08	21:34:48		1407544746	1740	4	4406111855	Log:   m_IsPortalized=False
2014-08-08	21:34:48		1407544746	1741	4	4406111861	Log:   m_IsBridge=False
2014-08-08	21:34:48		1407544746	1742	4	4406111867	Log:   m_IsAPawn=False
2014-08-08	21:34:48		1407544746	1743	4	4406111873	Log:   m_IsAPortal=False
2014-08-08	21:34:48		1407544746	1744	4	4406111879	Log:   m_IsATorch=False
2014-08-08	21:34:48		1407544746	1745	4	4406111885	Log:   bSpecialLit=False
2014-08-08	21:34:48		1407544746	1746	4	4406111892	Log:   bSunLit=True
2014-08-08	21:34:48		1407544746	1747	4	4406111898	Log:   bInteriorLit=True
2014-08-08	21:34:48		1407544746	1748	4	4406111905	Log:   bLightTerrain=False
2014-08-08	21:34:48		1407544746	1749	4	4406111911	Log:   bLightPawns=True
2014-08-08	21:34:48		1407544746	1750	4	4406111917	Log:   bActorShadows=False
2014-08-08	21:34:48		1407544746	1751	4	4406111923	Log:   bCorona=False
2014-08-08	21:34:48		1407544746	1752	4	4406111929	Log:   bLightingVisibility=True
2014-08-08	21:34:48		1407544746	1753	4	4406111935	Log:   bUseDynamicLights=True
2014-08-08	21:34:48		1407544746	1754	4	4406111941	Log:   bLightChanged=True
2014-08-08	21:34:48		1407544746	1755	4	4406111947	Log:   bStatic=True
2014-08-08	21:34:48		1407544746	1756	4	4406111953	Log:   bHidden=True
2014-08-08	21:34:48		1407544746	1757	4	4406111960	Log:   bNoDelete=True
2014-08-08	21:34:48		1407544746	1758	4	4406111966	Log:   bDeleteMe=False
2014-08-08	21:34:48		1407544746	1759	4	4406111973	Log:   bTicked=False
2014-08-08	21:34:48		1407544746	1760	4	4406111982	Log:   bDynamicLight=False
2014-08-08	21:34:48		1407544746	1761	4	4406111991	Log:   bTimerLoop=False
2014-08-08	21:34:48		1407544746	1762	4	4406111999	Log:   bOnlyOwnerSee=False
2014-08-08	21:34:48		1407544746	1763	4	4406112008	Log:   bOnlyDrawIfAttached=False
2014-08-08	21:34:48		1407544746	1764	4	4406112014	Log:   bStasis=False
2014-08-08	21:34:48		1407544746	1765	4	4406112019	Log:   bTrailerAllowRotation=False
2014-08-08	21:34:48		1407544746	1766	4	4406112027	Log:   bTrailerSameRotation=False
2014-08-08	21:34:48		1407544746	1767	4	4406112033	Log:   bTrailerPrePivot=False
2014-08-08	21:34:48		1407544746	1768	4	4406112040	Log:   bWorldGeometry=False
2014-08-08	21:34:48		1407544746	1769	4	4406112046	Log:   bAcceptsProjectors=True
2014-08-08	21:34:48		1407544746	1770	4	4406112052	Log:   bOrientOnSlope=False
2014-08-08	21:34:48		1407544746	1771	4	4406112059	Log:   bOnlyAffectPawns=False
2014-08-08	21:34:48		1407544746	1772	4	4406112065	Log:   bDisableSorting=False
2014-08-08	21:34:48		1407544746	1773	4	4406112072	Log:   bIgnoreEncroachers=False
2014-08-08	21:34:48		1407544746	1774	4	4406112078	Log:   bShowOctreeNodes=False
2014-08-08	21:34:48		1407544746	1775	4	4406112084	Log:   bWasSNFiltered=False
2014-08-08	21:34:48		1407544746	1776	4	4406112091	Log:   bShouldStopKarma=False
2014-08-08	21:34:48		1407544746	1777	4	4406112097	Log:   bDetailAttachment=False
2014-08-08	21:34:48		1407544746	1778	4	4406112103	Log:   bNetTemporary=False
2014-08-08	21:34:48		1407544746	1779	4	4406112110	Log:   bOnlyRelevantToOwner=False
2014-08-08	21:34:48		1407544746	1780	4	4406112116	Log:   bNetDirty=True
2014-08-08	21:34:48		1407544746	1781	4	4406112123	Log:   bAlwaysRelevant=False
2014-08-08	21:34:48		1407544746	1782	4	4406112129	Log:   bReplicateMovement=True
2014-08-08	21:34:48		1407544746	1783	4	4406112135	Log:   bSkipActorPropertyReplication=True
2014-08-08	21:34:48		1407544746	1784	4	4406112142	Log:   bUpdateSimulatedPosition=False
2014-08-08	21:34:48		1407544746	1785	4	4406112148	Log:   bTearOff=False
2014-08-08	21:34:48		1407544746	1786	4	4406112155	Log:   bOnlyDirtyReplication=True
2014-08-08	21:34:48		1407544746	1787	4	4406112162	Log:   bReplicateAnimations=False
2014-08-08	21:34:48		1407544746	1788	4	4406112168	Log:   bNetInitialRotation=False
2014-08-08	21:34:48		1407544746	1789	4	4406112176	Log:   bCompressedPosition=False
2014-08-08	21:34:48		1407544746	1790	4	4406112182	Log:   bAlwaysZeroBoneOffset=False
2014-08-08	21:34:48		1407544746	1791	4	4406112188	Log:   bBadStateCode=False
2014-08-08	21:34:48		1407544746	1792	4	4406112195	Log:   bCanBridge=True
2014-08-08	21:34:48		1407544746	1793	4	4406112201	Log:   bDontBatch=False
2014-08-08	21:34:48		1407544746	1794	4	4406112208	Log:   bUnlit=False
2014-08-08	21:34:48		1407544746	1795	4	4406112214	Log:   bShadowCast=False
2014-08-08	21:34:48		1407544746	1796	4	4406112220	Log:   bStaticLighting=False
2014-08-08	21:34:48		1407544746	1797	4	4406112227	Log:   bUseLightingFromBase=False
2014-08-08	21:34:48		1407544746	1798	4	4406112233	Log:   bGameRelevant=False
2014-08-08	21:34:48		1407544746	1799	4	4406112240	Log:   bCollideWhenPlacing=False
2014-08-08	21:34:48		1407544746	1800	4	4406112246	Log:   bTravel=False
2014-08-08	21:34:48		1407544746	1801	4	4406112252	Log:   bMovable=True
2014-08-08	21:34:48		1407544746	1802	4	4406112259	Log:   bShouldBaseAtStartup=False
2014-08-08	21:34:48		1407544746	1803	4	4406112265	Log:   bPendingDelete=False
2014-08-08	21:34:48		1407544746	1804	4	4406112271	Log:   bAnimByOwner=False
2014-08-08	21:34:48		1407544746	1805	4	4406112278	Log:   bOwnerNoSee=False
2014-08-08	21:34:48		1407544746	1806	4	4406112284	Log:   bCanTeleport=False
2014-08-08	21:34:48		1407544746	1807	4	4406112291	Log:   bClientAnim=False
2014-08-08	21:34:48		1407544746	1808	4	4406112297	Log:   bDisturbFluidSurface=False
2014-08-08	21:34:48		1407544746	1809	4	4406112303	Log:   bAlwaysTick=False
2014-08-08	21:34:48		1407544746	1810	4	4406112310	Log:   bHardAttach=False
2014-08-08	21:34:48		1407544746	1811	4	4406112316	Log:   bForceSkelUpdate=False
2014-08-08	21:34:48		1407544746	1812	4	4406112323	Log:   bFullVolume=False
2014-08-08	21:34:48		1407544746	1813	4	4406112329	Log:   bCollideActors=True
2014-08-08	21:34:48		1407544746	1814	4	4406112336	Log:   bCollideWorld=False
2014-08-08	21:34:48		1407544746	1815	4	4406112343	Log:   bBlockActors=False
2014-08-08	21:34:48		1407544746	1816	4	4406112348	Log:   bBlockPlayers=False
2014-08-08	21:34:48		1407544746	1817	4	4406112355	Log:   bProjTarget=False
2014-08-08	21:34:48		1407544746	1818	4	4406112362	Log:   bBlockZeroExtentTraces=True
2014-08-08	21:34:48		1407544746	1819	4	4406112370	Log:   bBlockNonZeroExtentTraces=True
2014-08-08	21:34:48		1407544746	1820	4	4406112377	Log:   bAutoAlignToTerrain=False
2014-08-08	21:34:48		1407544746	1821	4	4406112382	Log:   bUseCylinderCollision=False
2014-08-08	21:34:48		1407544746	1822	4	4406112388	Log:   bBlockKarma=False
2014-08-08	21:34:48		1407544746	1823	4	4406112396	Log:   bNetNotify=False
2014-08-08	21:34:48		1407544746	1824	4	4406112402	Log:   bSmoothKarmaStateUpdates=True
2014-08-08	21:34:48		1407544746	1825	4	4406112411	Log:   bIgnoreOutOfWorld=False
2014-08-08	21:34:48		1407544746	1826	4	4406112417	Log:   bBounce=False
2014-08-08	21:34:48		1407544746	1827	4	4406112432	Log:   bFixedRotationDir=True
2014-08-08	21:34:48		1407544746	1828	4	4406112438	Log:   bRotateToDesired=False
2014-08-08	21:34:48		1407544746	1829	4	4406112445	Log:   bInterpolating=False
2014-08-08	21:34:48		1407544746	1830	4	4406112450	Log:   bJustTeleported=True
2014-08-08	21:34:48		1407544746	1831	4	4406112455	Log:   bNetInitial=False
2014-08-08	21:34:48		1407544746	1832	4	4406112462	Log:   bNetOwner=False
2014-08-08	21:34:48		1407544746	1833	4	4406112467	Log:   bNetRelevant=False
2014-08-08	21:34:48		1407544746	1834	4	4406112473	Log:   bNoRepMesh=False
2014-08-08	21:34:48		1407544746	1835	4	4406112481	Log:   bNotOnDedServer=False
2014-08-08	21:34:48		1407544746	1836	4	4406112490	Log:   bHiddenEd=False
2014-08-08	21:34:48		1407544746	1837	4	4406112500	Log:   bHiddenEdGroup=False
2014-08-08	21:34:48		1407544746	1838	4	4406112509	Log:   bDirectional=False
2014-08-08	21:34:48		1407544746	1839	4	4406112519	Log:   bSelected=False
2014-08-08	21:34:48		1407544746	1840	4	4406112528	Log:   bEdShouldSnap=True
2014-08-08	21:34:48		1407544746	1841	4	4406112535	Log:   bEdSnap=False
2014-08-08	21:34:48		1407544746	1842	4	4406112540	Log:   bTempEditor=False
2014-08-08	21:34:48		1407544746	1843	4	4406112548	Log:   bObsolete=False
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TigerTiger
Posts: 99
Joined: Mon Oct 28, 2013 2:14 pm
Re: Currents
  • Quote

Post by TigerTiger » Mon Aug 11, 2014 2:33 pm

So to summarize currents can be clientside, or they can be beamed down from the server and added to existing water.
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John Adams
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Re: Currents
  • Quote

Post by John Adams » Mon Aug 11, 2014 5:30 pm

[quote="TigerTiger"]So to summarize currents can be clientside, or they can be beamed down from the server and added to existing water.[/quote]
That is exactly what I wanted to know. If we can control them from the WorldServer, then so be it.
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Jakkal
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Re: Currents
  • Quote

Post by Jakkal » Mon Aug 11, 2014 9:29 pm

Return of the waterslide of doom!
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